@MoviusC soooo unreal tournament definitely tried terrain maps with their twitch-fps weapons and they were god damned awful lol (Today)

@MoviusC well if it were like a quake map there'd probably be less giant open spaces, or if there were they'd be in… t.co/0LK7FJCbVs (Today)

if PUBG was just like the same concept but a giant quake map and played like quake then I would be dead from playing it for 999999 hours (Today)

@TeddyDief ancient me: "my bloodline will carry out this task for me sometime before the sun consumes our home plan… t.co/T27Mb6a93W (Today)

RT @fell_martins: 💰💎✨ Boys and girls, I'm open for business ✨💎💰 Resposting artwork because most of my stuff is under very secretive NDAs.… (Today)

@RYStorm actually now that I think about it when I get really excited "dude" is one of the first things out of my m… t.co/xjxRg7aZtf (Today)

@dkoontz the brite side (Today)

@MOOMANiBE I grew up in ultra rural upstate new york and somehow I still got it (Today)

when i spend hours on a bug caused by typing x twice instead of x and y t.co/nOkvbJ2XQg (Today)

@NoelFB @RobClemmonsJr coffee totally kills my appetite and I may lean into that more than I should *passes out fro… t.co/QEri4qx8On (Today)

@NoelFB this is a "bad" habit, you say? hmm... interesting... heh heh... *totally not sweating nervously*... (Today)

I've accepted the fact that I'm just going to say "like" 500 times per minute when I'm talking, and that's just, like, how it is. (Today)

@raiganburns yeah something really frustrating about watching a term's meaning totally erode, especially when a ter… t.co/LnabpYVyJQ (Today)

@floatvoid holy poop I havent heard this one yet!! (Today)

@raiganburns seems folks have been using rogue-whatever when they just mean procedural generation for awhile now. (… t.co/yYGOokKJUu (Today)

when are these so called major "esports" teams going to pick up players for link to the past randomizer races?? t.co/mxXI5JRG2X (Yesterday)

@AshBlueWD @ESAdevlog this is legit one of my favorite games of the past couple years. amazingly executed metroidva… t.co/WAQq7r3MQs (2 days ago)

@dannyBstyle Yeah it was an insane disaster and I'm amazed everyone signed on and was like yeah cool this sounds good let's do this (2 days ago)

RT @ESAdevlog: Btw, ESA is 60% off (and OST 30%) this weekend on Steam & Humble Store!! Completely forgot to announce that, whoops https://… (2 days ago)

@dannyBstyle Haha too late. It was... a thing. The original trailer for it was amazing though so I'll just keep watching that. (2 days ago)

posts dated from: may 2014

2014 - 5 - 30 / 9:42 pm / doodle

Doodle Post



2014 - 5 - 30 / 11:51 am / otter

More Otter Updates

More Otter Updates

I've gotten myself into the bad habit of procrastinating on my game project by working on Otter some more!

I just pushed another wave of updates on the journey to the big 1.0.0.

* Text and RichText's rendering positions have been changed. The default origin will now be the top left most position of any text, instead of allowing for "bleed." This should make it simpler to deal with.

* The Tilemap class got a few updates including a performance boost for clearing tiles, and a final pass on tile layers. Everything in the Tilemap class should now be usable as intended.

* Documentation fixes and updates across the board.

* Debugger has been updated to adjust for the Text updates.

So at this point I think the only thing that's left is fixing whatever bugs come up. So if you hit any bugs in any point in Otter then please let me know on the forums!

No Comments

2014 - 5 - 24 / 3:27 pm / otter

Otter Updates

Otter Updates

Things are moving along for Otter, my SFML.Net based game making framework!

I pushed a lot of changes this week that is bringing it closer to the big version 1.0. I overhauled a lot of the code in the Graphics classes, fixed some bugs, and updated all of the documentation for mostly everything. I also went through and cleaned up a lot of the code and organized it into nifty regions.

Right now my plan is to just keep testing things for awhile yet to make sure there's no crazy show-stopping bugs before I publicly announce to the world that it's officially version 1.0. Some of my recent changes have not been tested that thoroughly yet, and there have been a few bug reports popping up that I've been fixing up, so I can only imagine there are more bugs lurking in the shadows.

As far as sprite batching goes, I decided that I'm holding off on official sprite batching support until after version 1.0. There is some stuff set up in the back end of things to turn on sprite batching, but there are a handful of bugs that need to be resolved first and I don't think I'm going to be able to get them squished quickly enough. Aside from that, my performance tests seem to indicate that sprite batching isn't really that helpful anyway.

If you're using Otter and encounter any bugs, you can let me know on the forums or directly on the BitBucket issue tracker.

1 Comment

2014 - 5 - 23 / 3:51 pm / doodle

Doodle Post


No Comments

2014 - 5 - 22 / 12:26 pm / doodle

Doodle Post


No Comments

2014 - 5 - 20 / 2:00 pm / otter

Incoming Otter Updates

Incoming Otter Updates

Sorry for the total lack of posts over the past week. I guess I have gone into a heads-down mode for the updates I've been working on for Otter.

About a week and a half ago I went in and tore apart a lot of the code for Graphics and the sub classes. This resulted in rendering being totally messed up for awhile as I tried to figure out a good way to batch sprites using common SFML RenderStates.

So far this seems like a fruitless effort, as even when I have basic sprite batching working the performance remains exactly the same. If anything right now the bottleneck for rendering just seems to be iterating through all of the entities to render, so for now I'm going to hold off on officially supporting sprite batching until version 1.1 or higher.

I did make a pretty big breakthrough on Sunday and finished the last of the collision detection functions. The last ones on the list were all using the PixelCollider class. Some of the functions could be optimized better, but for now this will work for a version 1.0 release sometime in the near future. I don't imagine seeing the PixelCollider class being used that much anyway.

For the time being I'm going through every single class now and organizing it and documenting it (if I haven't done so already) Soon Otter will be a very neat organized package of code all set up with fancy regions and comments. Then that will bring me to the beta of (hopefully) version 1.0. If nothing goes horribly wrong, I would image Otter will be at 1.0 status in a few weeks!

It's not as exciting as working on an actual game, but there were some things lurking in the shadows of Otter that I needed to address before they came back and bit me later. Thanks to everyone that has been finding bugs and suggesting things for Otter! It's pretty awesome and terrifying to know that people out there are using the engine.




Hi! My name's Kyle, and I make video games most of the time in Denver, Colorado. Here you will find my thoughts, games, websites, doodles, and other stuff like that. I worked on Snapshot, Offspring Fling, and a whole bunch of other games. I also created and maintain Otter, a 2d game making framework. If you want to get a hold of me use the form on the bottom of the page, leave a comment, or just tweet at me. I try to post three times a week. Thanks for stoppin' by! You're the coolest.

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Do you want to make a Let's Play of one of my games, or a just a video featuring footage of my games? You have my full permission to do so! Even if you are monetizing your videos, you still have my full permission to use any footage from any of my games. Go for it!


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